Posts: 6,102
Threads: 467
Joined: Nov 2014
Staff roles: Art Developer
What's with the new update reducing CDs? Reinforced CD lost 5 maximum, train lost about 20 odd, mosquito lost 40.
What's with these out of the blue changes? Why does the Arbeiter have 8 guns, an aux slot and CD? It has some pretty nifty stats. Why weren't missiles fixed?
Why is the balance team making some weird changes, what even?
I made this post because people were reluctant about posting and speaking out.
Oh boy, I can't wait for the "UN sucks so I must get the Arbeiter nerfed" posts. Considering we fight GMG HFs, Liberty and Rheinland VHFs, and Odins, and we have no shotguns, no real diversity in refire, nothing.
Posts: 2,757
Threads: 166
Joined: Nov 2009
Staff roles: Systems Developer
The concept of 400m/s missiles is completely flawed. If CMs worked properly I probably couldn't care less, but since if there's more than 5 people in a fight CMs stop decoying missiles it's flat out broken. They're too fast to dodge and you can't CM which only leaves CDing them, but that requires you to face your target AND predict it perfectly, which is pretty hard because of the 400 m/s and the huge CD ammo nerf (Mosquito, the most popular CD, lost 40 ammo) which forces you to preserve your CD ammo now.
Comparing this to old starkillers that everyone complained about so badly, they don't come even close to the current sidewinders. Sure they had more ammo and did more damage, but they weren't 400m/s and you could at least dodge them. CMs also worked half a year ago.
Quote:I personally like that the addition of torpedoes for all VHFs made fights not last as long. Snub PvP had, in my opinion, always had the problem that it took ages. This speeds up fights in some instances, which is a good thing.
The problem is it doesn't change the length of the fight when it matters - that is when the opponent refuses to fight you and starts running away. With how matters are currently, I can pretty confidently run away from 3 people without them being really able to take down any of my bots (unless they really pay attention and know what they're doing).
The snub changes starting with this made snubs outright not fun to fight against because the most viable tactic (shieldrunning) has become even more viable.
Also someone explain to me logically why Haste is still in charge of snubs.
The only thing that changed since that post is that now snub fights are a little bit shorter because of the Sidewinder missile being OP.
Quote:I personally like that the addition of torpedoes for all VHFs made fights not last as long. Snub PvP had, in my opinion, always had the problem that it took ages. This speeds up fights in some instances, which is a good thing.
The problem is it doesn't change the length of the fight when it matters - that is when the opponent refuses to fight you and starts running away. With how matters are currently, I can pretty confidently run away from 3 people without them being really able to take down any of my bots (unless they really pay attention and know what they're doing).
The snub changes starting with this made snubs outright not fun to fight against because the most viable tactic (shieldrunning) has become even more viable.
Also someone explain to me logically why Haste is still in charge of snubs.
The only thing that changed since that post is that now snub fights are a little bit shorter because of the Sidewinder missile being OP.
Git gud then. Surely they're not that hard to avoid?
Unless can somebody tell me why I don't see this having any effect on myself except having to have less experiences with cd spammers since countermeasures do next to nothing. Having to reduce these kinds of things, make sure it a bit more suitable now since snubs are not supposed to win against everything y'know
Quote:I personally like that the addition of torpedoes for all VHFs made fights not last as long. Snub PvP had, in my opinion, always had the problem that it took ages. This speeds up fights in some instances, which is a good thing.
The problem is it doesn't change the length of the fight when it matters - that is when the opponent refuses to fight you and starts running away. With how matters are currently, I can pretty confidently run away from 3 people without them being really able to take down any of my bots (unless they really pay attention and know what they're doing).
The snub changes starting with this made snubs outright not fun to fight against because the most viable tactic (shieldrunning) has become even more viable.
Also someone explain to me logically why Haste is still in charge of snubs.
The only thing that changed since that post is that now snub fights are a little bit shorter because of the Sidewinder missile being OP.
Git gud then. Surely they're not that hard to avoid?
Unless can somebody tell me why I don't see this having any effect on myself except having to have less experiences with cd spammers since countermeasures do next to nothing. Having to reduce these kinds of things, make sure it a bit more suitable now since snubs are not supposed to win against everything y'know
I am pretty sure Antonio explained why you're wrong in his last post.